L L4D2node

CResponseSystem::ParseToken

0x005beb90 · 107 bytes · __thiscall

_ZN15CResponseSystem10ParseTokenEv

Decompiled

undefined (1 param)

/* CResponseSystem::ParseToken() */

uint __thiscall CResponseSystem::ParseToken(CResponseSystem *this)

{
  CResponseSystem CVar1;
  int iVar2;
  undefined4 uVar3;
  uint uVar4;
  
  CVar1 = this[0x3d7c];
  if (CVar1 == (CResponseSystem)0x0) {
    uVar4 = 0;
    if (0 < *(int *)(this + 0x3d8c)) {
      iVar2 = *(int *)(this + 0x3d80);
      uVar3 = RR_Parse(*(char **)(iVar2 + 8),(char *)(this + 0x38c8));
      *(undefined4 *)(iVar2 + 8) = uVar3;
      *(int *)(*(int *)(this + 0x3d80) + 0xc) = *(int *)(*(int *)(this + 0x3d80) + 0xc) + 1;
      uVar4 = CONCAT31((int3)((uint)*(int *)(*(int *)(this + 0x3d80) + 8) >> 8),
                       *(int *)(*(int *)(this + 0x3d80) + 8) != 0);
    }
    return uVar4;
  }
  this[0x3d7c] = (CResponseSystem)0x0;
  return (uint)(byte)CVar1;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)